CK3 Cultural Traditions

Updated for 1.19 Scribe 193 traditions verified against version 1.19.0.6

Every cultural tradition in Crusader Kings III, searchable and filterable. Type to find a tradition by name or effect, or filter by category. Traditions are the customs that give a culture its mechanical bonuses — you add and reform them as culture head, a process covered in full in our culture guide.

Agrarian

Realm

This culture is distinctly agrarian, their lands producing ample crops for hungry armies. While not having to struggle for food means many peasants for the levy, it also means that each soldier is not as motivated as those from harsher regions.

  • Content trait is more common
  • Children tend to do slightly worse in the Martial Education.
  • Diligent and Patient traits have additional bonuses:
  • +20% Holding Taxes in Farmlands
  • +20% Holding Taxes in Floodplains
  • Athletic trait has additional bonuses:

Amharic Highlanders

Realm

The Amharic highlands are quite suitable for farming as long as one knows how to best approach the matter. For many generations this people have worked and lived in this environment, thriving while developing their own traditions and customs.

  • 24px Enables the Sarawit innovation
  • Can Castrate Prisoners
  • 24px Hill Farms have additional bonuses in Counties of this Culture:
  • +1% Knight Effectiveness per Hill Farms level
  • 24px +1% Men-at-Arms Counter Efficiency per Hill Farms level
  • +0.5% Levy Size per Hill Farms level

Ancient Miners

Realm

This culture has always been surrounded by raw materials, ore, and uncut gems. They have an affinity for finding sites for mining excavations.

  • 24px Quarries have additional bonuses in Counties of this Culture:
  • +0.25/+0.4/+0.55/+0.7/+0.85/+1/+1.15/+1.3 Tax scaling with Quarries level
  • 24px Quarries can always be constructed in Counties of this Culture

Astute Diplomats

Realm

It is a common idea in this culture that the purest expression of superiority is the ability to subdue your enemy without fighting them.

  • Cannot attack Allies
  • Cannot attack during a Truce
  • +50 Alliance Negotiation Acceptance
  • +10 White Peace Acceptance
  • 24px +1 Foreign Language Limit
  • +2 Diplomacy if Diplomat

Brewing Culture

Realm

This culture views brewing and drinking alcohol as playing an important role both in festivities and in daily life.

  • Unlocks the Breweries line of Buildings for City Holdings
  • +2 Popular Opinion per Farms & Fields level
  • +2 Popular Opinion per Manor Houses level

Castle Keepers

Realm

Offense is not a good defense. A good defense is having the most castles on the face of the known world.

  • +5 Defender Advantage per Castle Holding level
  • +0.2/+0.3/+0.4/+0.5 Monthly Prestige scaling with Castle Holding level
  • +0.01 Monthly Renown per Castle Holding level
  • +0.5 Monthly Prestige if Architect
  • AI characters are more likely to construct Castle Holdings
  • AI characters are more likely to construct buildings that improve Fort Level

City Keepers

Realm

Cities are the beating urban heart of this culture, and they wish for every one of their metropolises to become enviable gems known across the world.

  • The Guilds line of buildings can be constructed one Era early
  • +5 Popular Opinion per City Holding level
  • AI characters are more likely to construct City Holdings
  • +0.5 Monthly Prestige if Architect
  • 24x24px Watermills, 24x24px Windmills, or 24x24px Caravanserai can be constructed in City Holdings after discovering the 24x24px Windmills innovation
  • −25% City Buildings Construction Time

Collective Lands

Realm

The idea that individuals personally own land is alien to this culture; land belongs to all people, for the common good.

  • +30 Control to counties granted to Lowborn characters
  • Lowborn characters gain the Peasant Leader trait when granted a County
  • +15%/+20%/+25%/+30%/+35%/+40%/+45%/+50% Men-at-Arms Damage scaling with Farms & Fields level for stationed Men-at-Arms
  • +15%/+20%/+25%/+30%/+35%/+40%/+45%/+50% Men-at-Arms Damage scaling with Farms & Fields level for stationed Men-at-Arms
  • +20% Building Construction Time
  • +10% Development Growth

Court Eunuchs

Realm

This culture makes extensive use of eunuchs at court, occupying positions ranging from domestic servants to bureaucratic administrators and even military commanders. Men with no desire are easy to trust.

  • Can Castrate Prisoners
  • The Eunuch Trait has additional bonuses
  • +2 Stewardship if Eunuch
  • +2 Intrigue
  • +2 Learning
  • +50% Monthly Influence

Culture Blending

Realm

Members of this culture have often lived alongside people of other cultures. Through exposure, they have become adept at incorporating foreign languages, traditions and customs into their own lives.

  • −75% Hybrid Culture Creation Cost
  • AI characters are more likely to use the Learn Language Scheme
  • +25% Cultural Acceptance Gain
  • 24px +1 Max Learn Language Schemes
  • Learn Language Phase Length: 20 days faster per Scheme Phase

Dryland Dwellers

Realm

This culture is accustomed to living in dry climates, and know where to find water and how to work the lands.

  • 24px Desert Agriculture line of buildings have additional bonuses in Counties of this Culture
  • −1% Light Cavalry and Camel Cavalry Maintenance per Desert Agriculture level
  • −1% Light Cavalry and Camel Cavalry Recruitment Cost per Desert Agriculture level
  • Increased Hunt Success Chance in Drylands and Desert
  • +0.0625/+0.1/+0.1375/+0.175/+0.2125/+0.25/+0.2875/+0.325 Tax scaling with Desert Agriculture level
  • -32 Desert Danger

Eastern Roman Legacy

Realm

The military organization of the Roman Empire is still in living memory within this culture. A professional army is favored over levied troops.

  • Can recruit Cataphracts Men-at-Arms
  • −15% Men-at-Arms Recruitment Cost
  • −15% Men-at-Arms Maintenance
  • +2 Max Size of Heavy Cavalry Regiments
  • +2 Max Size of Heavy Infantry Regiments
  • −25% Levy Size

Equal Inheritance

Realm

This culture has a history of rulers dividing their lands between all their children, even those who normally would be excluded.

  • Can enact the Equal Gender Law
  • Removes the ruler gender opinion penalty

Esteemed Hospitality

Realm

In this culture rulers are known, and expected, to welcome anyone who might come to their court with open arms. Hosting guests and visitors in a spectacular fashion.

  • −25 Courtiers and Guests Acceptance for Hostile Schemes against rulers
  • −20% Court Position Salary Cost
  • −20% Guest Recruitment Cost
  • Characters of this Culture are more willing to send away, take, and return Hostages
  • +10 Courtier and Guest Opinion
  • +5% Personal Scheme Success Chance

Family Business

Realm

This culture encourages businesses to develop along familial lines, each generation picking up the tools and techniques of their trade from the last, building a strong tradition of ancestral professionalism

  • +5 Close Family Opinion
  • +20 Court Position Aptitude for Close Family Members
  • +10% Progress Speed for Councilor Tasks for Close Family Members
  • +10% Skill Impact for Councilor Tasks for Close Family members
  • −150 Prestige for revoking a County from a Close Family Member
  • −350 Prestige for revoking a Duchy from a Close Family Member

Fervent Temple Builders

Realm

This culture finds constructing temples the most direct path to the divine. Fervent rulers are expected to build many, and grand, temples.

  • +750 Prestige when constructing a Temple Holding
  • +5 Fervor when constructing a Temple Holding
  • +2 Fervor when upgrading a Temple Holding
  • Gain prestige from constructing temples
  • Temple Holdings can be upgraded one Era early
  • Temple Holdings can be constructed by Tribal Rulers

Forest Folk

Realm

This culture lives close to vast forests, and knows how to forage its bounties.

  • +15% Development Growth in Forest and Taiga Terrain
  • −10% Holding and Buildings Construction Cost in Forest and Taiga Terrain
  • 24px Wood Pastures unlock the first four tiers of 24x24px Watermills line of Buildings
  • 24px Forestries have additional bonuses in Counties of this Culture:
  • +2% Archers and Skirmishers Damage per Forestry level
  • −2% County Build Speed per Forestry level

Garden Architects

Realm

This culture has a long tradition of constructing and maintaining various types of gardens, building themselves a small paradise.

  • 24px Can construct Royal Gardens duchy buildings
  • 24px Can grant the Court Gardener court position
  • Enables the Recruit Gardener decision

Hereditary Hierarchy

Realm

It is ingrained in this culture that leadership in passed on by blood, nobility is bound by stone in castles, and that the feudal structure is unshakable. They do not easily forget those who break the feudal code.

  • −10 Feudal Opinion for Education traits (Level 1)
  • The Loyal Trait is more valued
  • +0.10 Monthly Prestige for Loyal Trait
  • +5 Same Culture Opinion for Loyal Trait
  • All Characters:
  • −50% Tyranny Loss

Hidden Cities

Realm

Whether they are up in the jungle trees, or protected by the organic maze, foreigners may not even know this culture's cities exist, let alone have a clue how to besiege them.

  • +35% Development Growth in Jungle Terrain
  • −10% Holding and Buildings Construction Cost in Jungle Terrain
  • +1 Fort Level for Tribes in Jungle Terrain
  • +2 Fort Level for Castles in Jungle Terrain
  • -65 Jungle Danger

Hill Dwellers

Realm

This culture is at home in hills, and know how to work its lands effectively.

  • +20% Development Growth in Hills Terrain
  • −10% Holding and Buildings Construction Cost in Hills Terrain
  • Vegetable Fields Building unlocks the first four tiers of Windmills line of buildings
  • 24px Hill Farms have additional bonuses in Counties of this Culture:
  • +1% Knight Effectiveness per Hill Farms level
  • 24px +1% Men-at-Arms Counter Efficiency per Hill Farms level

Isolationist

Realm

This culture prefers to keep to itself, and doesn't often look outside its own sphere.

  • Courtiers are less likely to leave the court of a ruler of the same culture
  • +0.5 Monthly Control
  • +5 Same Culture Opinion
  • −50 Marriage Acceptance towards other Cultures
  • −35% Cultural Acceptance Gain
  • −25% Diplomatic Range

Jungle Dwellers

Realm

This culture lives close to the jungle, and knows how to harvest its riches.

  • +25% Development Growth in Jungle Terrain
  • −15% Holding and Buildings Construction Cost in Jungle Terrain
  • 24px Outposts have additional bonuses in Counties of this Culture:
  • −1% Archer and Skirmisher Maintenance per Outposts level
  • −1% Archer and Skirmisher Recruitment Cost per Outposts level
  • +1% Levy Size per Outposts level

Legalistic

Realm

This culture regards the rule of law and its codification as being the most important parameter of a civilized society.

  • −50% Law Cost Penalty from Realm Size
  • +20 Vassal Acceptance of Rightful Punishments
  • +0.5 Monthly Prestige if Just
  • +1 Diplomacy per Level of Fame if Just
  • +30 Vassal Limit
  • −30% Title Creation Cost

Malleable Subjects

Realm

Who's to say what freedom is? One king is much like another regardless of culture. True freedom comes from learning how to live with any liege.

  • Vassals of this Culture do not consider differing Faith or Culture when joining Factions
  • 24px Vassals of this Culture will often learn the Language of their Liege
  • 24px Harder to Promote Culture in Counties of this Culture unless you share a Heritage
  • 24px Easier to Promote Culture in Counties of this Culture if you share a Heritage
  • More likely to attract wandering Knights
  • 24px +200% Available Mercenary Companies

Marital Ceremonies

Realm

For this culture, the union of two people in marriage is considered a highly public and ritualistic affair.

  • +25% Skills from Spouse Councilor Tasks
  • Hidden modifierː Stat values are now always rounded up instead of down
  • +10 Marriage Acceptance
  • −50% Hostile Scheme Success Chance towards Spouses
  • −10 Same Culture Opinion towards Fornicators
  • −15 Same Culture Opinion towards Adulterers

Maritime Mercantilism

Realm

The world may be ruled by armies, but this culture knows that it is truly controlled by whoever dominates the flow of gold across the seas.

  • +10% Coastal Holding Tax
  • Avaricious Trait provides additional bonuses
  • +10 Republic Vassal Opinion
  • -25 Sea Danger
  • The Tradeports line of buildings can be constructed one Era early

Matriarchal

Realm

This culture enforces a matriarchal hierarchy, where the ruling class is overwhelmingly comprised of women.

  • Can enact the Female Only Gender Law
  • Can enact the Female Preference Gender Law
  • +10 Opinion of Female Rulers
  • −10 Opinion of Male Rulers

Metalworkers

Realm

This culture has enjoyed easy access to iron for centuries. Over time they have developed their understanding of metal to such a degree that their name has become a byword for durable and high quality arms and armor.

  • 24px Crown Smithies buildings have additional bonuses in Counties of this Culture:
  • +25% Supply Limit per Crown Smithies level
  • +2/+3/+4 Prowess scaling with Crown Smithies level
  • +3%/+5%/+8% Heavy Infantry and Spearmen Toughness scaling with Crown Smithies level
  • 24px Royal Armories buildings have additional bonuses in Counties of this Culture:
  • +15% Knight Effectiveness per Royal Armories level

Monastic Communities

Realm

This culture has a long history of sending noble progeny to serve the faith. Revered political thinkers often arise from the monastic orders.

  • Children are more likely to gain the Temperate trait
  • +0.5 Monthly Piety if Temperate
  • +10 Same Culture Opinion if Temperate
  • +3 Learning if Devoted
  • +25 Ask to Take Vows Acceptance for adults
  • +125 Ask to Take Vows Acceptance for children

Mountain Homes

Realm

This culture knows how to live and thrive on plateaus near the harsh slopes of mountains.

  • +20% Development Growth in Mountain Terrain
  • +35% Development Growth in Desert Mountain Terrain
  • +350 Prestige for constructing in Mountain and Desert Mountain Terrain
  • −15% Holding and Buildings Construction Cost in Mountain Terrain
  • −15% Holding and Buildings Construction Cost in Desert Mountain Terrain
  • 24px Quarries have additional bonuses in Counties of this Culture:

Palace Politics

Realm

Powerful eunuchs and silk-robed sycophants man a vast political apparatus, impressing with fineries, flattering with honors, and plotting viciously in the name of advancement.

  • Can recruit Varangian Guards Men-at-Arms if Varangian Guard has been founded
  • Can grant the Akolouthos court position if conditions are met:
  • roc
  • Varangian Guard has been founded
  • -10 Bodyguard Aptitude
  • Can Blind Prisoners

Parochialism

Realm

City residents of this culture are fiercely competitive and independent. They invest a lot of money and energy to make sure that their city is the grandest.

  • −5% City Holding and Buildings Construction Cost
  • City buildings can be upgraded one Era earlier
  • +25% Levy Size per City Holding level
  • +1% Holding Taxes per City Holding level
  • +5% Monthly Development per City Holding level
  • −25% Monthly Control per City Holding in the County

Pastorialists

Realm

This culture is at home in wide and open terrain, where they herd large groups of animals.

  • 24px Cattle Pastures have additional bonuses in Counties of this Culture:
  • −1% Light Cavalry Maintenance per Pastoral Lands level
  • +0.5% Holding Taxes per Pastoral Lands level
  • +0.5% Levy Size per Pastoral Lands level
  • +2 Defender Advantage per Pastoral Lands level
  • 24px Coops building unlocks the first four tiers of Manor Houses

Polders

Realm

This culture has a long tradition of reclaiming land from the surrounding sea. This allows them to utilize what would normally be a shallow seabed for farming and construction.

  • 24px Enables the Adaptive Militia innovation
  • Pastoral Lands, Farms & Fields, Wetland Farms, Manor Houses, and Orchards have additional bonuses in coastal Counties of this Culture:
  • +0.5% Holding Taxes per Pastoral Lands level in coastal baronies
  • +0.5% Levy Size per Pastoral Lands level in coastal baronies
  • +2%/+3%/+4%/+5%/+6%/+7%/+8%/+9% Holding Taxes scaling with Farms & Fields level in coastal baronies
  • +2%/+3%/+4%/+5%/+6%/+7%/+8%/+9% Holding Taxes scaling with Wetland Farms level in coastal baronies

Republican Legacy

Realm

This culture has a long history of republican values, where the urban classes are just as important as the rural landholders.

  • Can create up to 4 Count Republic Vassals
  • Republic Vassals above Baron give more Taxes and Levies
  • 24px Can unlock the Pike Columns innovation
  • −5% City Holding and Buildings Construction Cost
  • City buildings can be upgraded one Era earlier
  • +25% Levies from City Holdings per level

Rice Cultivators

Realm

Rice is the lifeblood of this culture. Through diligent labor and agricultural know-how, their harvests are rich as long as they control suitable lands for their crop. As a result, their economic prosperity and military might soar high above their less advanced neighbors.

  • All Paddy Fields line of Buildings may be built an Era early
  • The Paddy Fields and Manor Houses line of Buildings may be built in Hills and Jungle
  • +30% Development Growth in Terraced Hills
  • -10% Building Construction Cost in Terraced Hills
  • +10% Levy Size in Terraced Hills

Ruling Caste

Realm

Rulers of this culture are used to lording over subjects that are not their own culture. They know how to effectively suppress revolts, though at the cost of public perception.

  • Different Culture and Populist Factions are less common
  • −30% Dread Decay
  • +0.3 Monthly Dread per Tyranny
  • +25% Siege Progress against Revolts
  • −25% Cultural Acceptance Gain

State Ransoming

Realm

Every soldier goes into battle ready to risk life and limb for their liege! Does it not behoove the liege to offer them some guarantee of safety, regardless of station, should they be captured in the field?

  • Knights in Battle die less often but are captured more often
  • Characters with a Liege of this Culture are more likely to be captured in Sieges
  • Can demand higher ransom for lower rank Rulers (50% more for Barons, Counts & Dukes)
  • -25% Monthly income while at war
  • 24px -50% Friendly Fatal Casualties
  • +10% Levy Size

Staunch Traditionalists

Realm

Tradition is tradition, it is immovable and unchangeable. We must be ready and willing to stand up for what makes us who we are.

  • Children are more likely to gain the Stubborn trait
  • +5 Controlled Territory Defender Advantage
  • +0.3 Monthly Control
  • −10% Cultural Fascination Progress
  • +300% Convert to Local Culture Decision Cost
  • Creating a Hybrid Culture is twice harder

Tribal Unity

Realm

This culture emphasizes the familial and communal bonds its people share, pushing them to remember their shared heritage.

  • +10% Levies if Family Hierarch
  • +1 Monthly Prestige if Family Hierarch
  • +10 House Opinion
  • +30% Personal Scheme Success Chance with House Members
  • +75 Prestige for granting a County to a House Member
  • +150 Prestige for granting a Duchy to a House Member

Wetlanders

Realm

This culture has mastered the bogs and marshes. Though life is at times a battle against mold, they have learned to use the peat to their advantage.

  • +25% Development Growth in Wetlands Terrain
  • −25% Holding and Buildings Construction Cost in Wetlands Terrain
  • +10% Levy Size in Wetlands
  • +25% Supply Limit in Wetlands
  • +10 Wetlands Advantage
  • Increased Hunt Success Chance in Wetlands

Adaptive Skirmishers

Warfare

This culture knows how to effectively field skirmishers in any environment.

  • The Militia Camps line of buildings can be constructed one era early
  • All Characters:
  • −25% Enemy Defensive Advantage
  • +15% Archer Damage
  • +15% Archer Toughness
  • −5% Archer Maintenance

Battlefield Looters

Warfare

In this culture battles are not fought for prestige, but for profit. Who cares about one's standing if you're unable to pay for the war?

  • Gold per 100 Fatal Casualties
  • Prestige and Fame from battles
  • All Characters:
  • +75% Army Loot Capacity

Coastal Warriors

Warfare

We have always been drawn to the shoreline. The sting of sea air, the crying gulls, the scent of smoked fish... what warrior would ever opt to live far from the water and its freedoms?

  • Can recruit Huscarls Men-at-Arms
  • Can recruit Bondi Men-at-Arms
  • Can recruit Vigmen Men-at-Arms
  • Can recruit Varangian Veterans Men-at-Arms
  • Certain traits grant Prestige
  • +15%/+20%/+25%/... Men-at-Arms Toughness for stationed Men-at-Arms scaling with Tradeport level

Forest Fighters

Warfare

This culture is well-versed at fighting in forests.

  • Forest Fighter trait is more common.
  • Enables Recruit Forest Specialist decision
  • In Forest and Taiga terrain:
  • Hunter: Advantage per 24px Venator trait level
  • Deceitful: Advantage
  • Logistician: -25% Attrition Taken

Formation Fighting Experts

Warfare

This culture knows how to create synergy between different types of units by use of efficient protective formations.

  • The Barracks line of buildings can be constructed one era early
  • Strategist trait has additional bonuses:
  • advantage
  • −20% Enemy Defensive Advantage
  • All Characters:
  • Pursuit Efficiency

Frugal Armorers

Warfare

While a set of high-quality armor might save one life, having ten decent sets might win a battle.

  • The invite Knights Decistion has a cooldown of 2 years
  • The invite Knights Decistion invites 2 more knights
  • invite Knights Decision cost -50%
  • Recruit to Court Interaction cost -50%
  • All Characters:
  • −25% Men-at-Arms Recruitment Cost

Highland Warriors

Warfare

Warriors of this culture fight well in the slopes and valleys of their hilly homes.

  • Rough Terrain Expert trait is more common.
  • Enables Recruit Hill Specialist decision
  • In Hills terrain:
  • Content: Advantage
  • Brave: Advantage and -25% Attrition Taken
  • Military Engineer: -25% Attrition Taken

Hit-and-Run Tacticians

Warfare

This culture has mastered the use of lightly-armored units to hit the enemy hard, and then fall back.

  • All Characters:
  • 24px −10% Retreat Losses
  • 24px −10% Friendly Fatal Casualties
  • +20% Light Cavalry Damage
  • +25% Light Cavalry Screen
  • +20% Skirmisher Damage

Horse Breeders

Warfare

This culture has painstakingly accumulated knowledge and experience in the fine art and science of horse breeding. Whether destriers or coursers, the horses of these people are renowned for their superiority.

  • The Stables line of buildings can be constructed one era early
  • All Characters:
  • Light Cavalry: gold
  • Light Cavalry: gold
  • Heavy Cavalry: gold
  • Heavy Cavalry: gold

Jungle Warriors

Warfare

Warriors of this culture know well how to traverse treacherous jungles.

  • Jungle Stalker trait is more common.
  • Enables Recruit Jungle Specialist decision
  • In Jungle terrain:
  • Hunter: Advantage per 24px Venator trait level
  • Deceitful: Advantage
  • Rough Terrain Expert: Advantage

Longbow Competitions

Warfare

This culture favors a bow more powerful than most could draw, and practicing with them once a week is as dear as any ritual of worship everywhere from the most rural villages to the largest urban metropoles.

  • Can recruit Longbowmen Men-at-Arms
  • Longbowmen Men-at-Arms get increasingly better every era
  • All Characters:
  • +4 Max Size of Archer Regiments
  • −2 Max Size of Heavy Cavalry Regiments
  • −2 Max Size of Spearmen Regiments

Malleable Invaders

Warfare

We will take your lands, your children, your traditions, and your future!

  • Creating a Hybrid Culture requires 50% less Cultural Acceptance
  • −75% Hybrid Culture Creation Cost
  • −75% Convert to Local Culture decision cost
  • All Characters:
  • −20% Faith Conversion Cost
  • −20% Different Faith Popular Opinion

Mountaineers

Warfare

Soldiers of this culture carry all they need to traverse mountains.

  • Rough Terrain Expert trait is more common.
  • Enables Recruit Mountain Specialist decision
  • In Mountains and Desert Mountains terrain:
  • Ambitious: Advantage
  • Arrogant: Advantage
  • Unyielding Defender: Advantage

Only the Strong

Warfare

This culture places a strong emphasis on having a few, well-trained warriors. If you're not the best-of-the-best, you're not welcome to serve.

  • Knights must have at least 12 prowess
  • Aspiring Blademaster trait has additional bonuses:
  • +0.25/+0.5/+1 Monthly Prestige per level
  • +5/+10/+15 Attraction Opinion per level
  • prowess per Martial Education trait level up to prowess
  • All Characters:

Quarrelsome

Warfare

Border conflicts are common for rulers of this culture. Land often changes hands in unjust ways.

  • 24px Enables the Conquest Casus Belli
  • Casus Belli require one Level of Fame less
  • −20% Casus Belli Cost
  • −40% Control Growth
  • Children are more likely to get the Disloyal trait
  • +5 Same Culture Opinion if Disloyal

Recognition of Talent

Warfare

"Kill me if you wish, but if you let me live, I shall serve you loyally."

  • +50 Opinion from granting pardons and recruiting prisoners
  • 24px|link=https://ck3.paradoxwikis.com/images/4/40/Rot.gif Strong Hook from granting pardons and recruiting prisoners
  • Prisoners are more likely to accept recruitment
  • Invite Knights decision grants Knights with better Prowess
  • Invite Knights decision grants Knights with a Blademaster trait
  • +10% Glory progress for Accolades

Reverence for Veterans

Warfare

This culture doesn't look down upon those who can no longer fight due to injury, instead they are celebrated as heroes and used as teachers.

  • +10% Monthly Prestige if Scarred or One-Eyed
  • +15% Monthly Prestige if Disfigured or One-Legged
  • +20% Monthly Prestige if Maimed
  • +5 Same Culture Opinion if Scarred or One-Eyed
  • +10 Same Culture Opinion if Disfigured or One-Legged
  • +15 Same Culture Opinion if Maimed

Stalwart Defenders

Warfare

Defending that which is one's own is of paramount importance to this culture.

  • +10 Defensive War Peace Acceptance
  • Prestige from winning Defensive Wars
  • Gold from winning Defensive Wars
  • The Fortification lines of buildings can be built one era earlier
  • All Characters:
  • +5 Defender Advantage

Stand and Fight!

Warfare

Warriors from this culture are unyielding and unshakable. They do not fall back - even in the face of overwhelming odds, for better or for worse.

  • +8 Defender Advantage
  • +2 Levy Toughness
  • +10% Men-at-Arms Toughness
  • +10% Heavy Infantry Toughness
  • +20% Spearmen Toughness
  • +10% Heavy Cavalry Toughness

Strength in Numbers

Warfare

This culture forsakes having elite troops, and instead favors massed armies.

  • The Barracks and War Camps lines of buildings have additional bonuses:
  • +1 Max Size of Men-at-Arms regiments for Levying Grounds and Stone Barracks
  • +2 Max Size of Men-at-Arms regiments for Mobile Camps and Smithies
  • +3 Max Size of Men-at-Arms regiments for Training Grounds and Conscription Centers
  • +4 Max Size of Men-at-Arms regiments for Permanent Barracks
  • +1 Max Size of Men-at-Arms regiments for Warrior Lodges

Swords for Hire

Warfare

This culture views mercenary work favorably and encourages warriors to seek glory as mercenaries in-between wars.

  • 24px +100% Available Mercenary Companies
  • −15% Same Culture Mercenary Hire Cost
  • +10% Travel Speed
  • +10% Travel Safety
  • 30% Yearly Chance for Knights in Mercenary Courts to gain Prowess
  • Wanderers gain Martial, Prowess, Blademaster or Commander traits over time

Warrior Priests

Warfare

This culture believes that if you choose to pursue theological studies, you must also be able to defend your faith.

  • +1 Prowess per Level of Devotion
  • Certain traits grant Prowess
  • +1 Prowess if Conscientious Scribe or Wise Man
  • +2 Prowess if Insightful Thinker, Scholar, Theologian, Mystic, or Pilgrim
  • +3 Prowess if Astute Intellectual, Miracle Worker, or Devoted
  • +4 Prowess if Mastermind Philosopher

Warriors by Merit

Warfare

This culture believes that if you've proven yourself capable as a warrior, you should be allowed to fight — no matter who you are.

  • +2 Prowess per Level of Fame
  • +10% Glory progress for Accolades
  • 24px Knights gain Blademaster traits more often in battles
  • Most knighthood restrictions are lifted for characters with 10 Prowess

Warriors of the Dry

Warfare

This culture has mastered the art of fighting in very dry climates.

  • Desert Warrior trait is more common.
  • Enables Recruit Dry Terrain Specialist decision
  • In Desert and Drylands terrain:
  • Zealous: Advantage
  • Organizer: Advantage
  • Open Terrain Expert: Advantage

Winter Warriors

Warfare

This culture is used to the reality that harsh winds and bitter cold brings.

  • Winter Soldier trait is more common.
  • Enables Recruit Winter Specialist decision
  • In provinces affected by Winter:
  • Aggressive Attacker: Advantage
  • Unyielding Defender: Advantage
  • Calm: Advantage

Avid Falconers

Social

The art of breeding, training and hunting with raptors like falcons and hawks is one of the most prestigious past-times among this culture's elite.

  • −50% Call Hunt Activity Cooldown (does not stack)
  • +0.5 Monthly Prestige for Hunters
  • +5 Courtly Vassal Opinion for Hunters
  • 24px Characters gain more Falconer Trait Experience
  • +15% Pursuit Efficiency for all stationed MAA
  • lod

Beacon of Learning

Social

A nexus of Greek, Indian, and Arabic scholarship, this culture prides itself on scientific advancement.

  • Guardians of this culture are more effective
  • Enables Sponsor Research Project decision
  • }} Can grant the Court Scholar court position
  • +1 Learning per Level of Devotion
  • 24px +20% Monthly Learning Lifestyle Experience
  • +5% Cultural Fascination Progress per Learning Education trait level

Charismatic

Social

The people of this culture excel in diplomatic matters, and social etiquette is valued above all else.

  • 60% Chance Diplomacy Education yields better outcomes
  • Children are 3 times more likely to gain the Charming trait
  • +15% Monthly Court Grandeur Change
  • +10% Personal Scheme Success Chance
  • +10% Enemy Hostile Scheme Success Chance
  • +10% Travel Safety

Charitable

Social

Regardless of faith, people of this culture are motivated to support those less fortunate.

  • +5 General Opinion
  • +20% Opinion Gain from Send Gift
  • −3% Monthly Income
  • Children are more likely to gain the Compassionate trait
  • Children are more likely to gain the Generous trait
  • AI characters do not require reasons to send gifts

Chivalry

Social

This culture has embraced chivalry and chivalric codes of conduct as a social method of regulating behavior. Martial prowess, duty, honor and morality are prized, as is bad poetry and romantic literature.

  • Can Spar against own Knights in Single Combat to gain Modifiers
  • AI characters are more likely to start Romance Schemes
  • +50 Renown per successful Romance Scheme
  • +40% Stress per failed Romance Scheme
  • +15 Attraction Opinion for Poet Trait
  • -10 Days Romance Phase Length for Poet Trait

Cultivated Sophistication

Social

Barbarians gaze in envy upon this culture's resplendent luxuries, their society's sophistication. Fueled by a sense of primacy, this culture rejects any contradictions that lie outside their cosmopolitan sphere of influence.

  • AI characters are less likely to convert to local culture
  • Gain stress when converting to local culture
  • AI characters more likely to hybridize with this culture
  • +20 Development Growth when an Estate Building is constructed or upgraded
  • Enables Adopt House Member interaction for Administrative House Head
  • All Characters:

Dexterous Fishermen

Social

Anyone can fish, but to do so with such skill that any catch is bountiful, regardless of tide or wind, is a rarer talent. No one knows the coast, land or sea, better than these fishermen.

  • +50% Supply Capacity
  • +5 Coastal Advantage
  • +1 Defender Advantage per Coastal Holding level
  • -25 Coastal Sea Danger
  • +15%/+20%/+25%/... Men-at-Arms Toughness for stationed Men-at-Arms scaling with Tradeport level

Diasporic

Social

People of this culture have lost the homeland they once held dear. Some among them travel the world searching for a place where they may begin anew.

  • 24px +1 Foreign Language Limit
  • 24px +50% Chance for Wanderers to learn a new Language
  • +1 Stewardship
  • +1 Learning
  • +20% Diplomatic Range
  • No Negative Opinion of Other Cultures

Equitable

Social

In this culture truth and impartial justice is valued highly.

  • Children are more likely to gain the Just trait
  • Children are more likely to gain the Honest trait
  • Characters are more likely accept request for Hostages
  • −30% Hostile Scheme Power

Enlightened Magnates

Social

This culture has a storied heritage of administrative acumen and poetic skill. A good ruler should possess a glorious mixture of both - or seek counsel with those who do.

  • The Poet trait is more common. Only affects the AI and not the Player
  • The Poet Trait has additional bonuses
  • +20 Court Poet Aptitude
  • +15 Tax Collector's Aptitude
  • Can enact the 24px Dehqan Tax Decree
  • 24px +1 Available 24px Tax Jurisdictions

Expert Artisans

Social

Children in this culture often carry on the profession of their parents, accumulating extensive knowledge and skill for their trade across generations.

  • −10% Building Construction Cost
  • Artisan and Weaver Inspirations create better Artifacts

Eye for an Eye

Social

In this culture slights are not to be forgotten, nor forgiven. Its people can carry grudges for long, and vengeance is carried out with a passion.

  • +10 Natural Dread
  • +15% Hostile Scheme Success Chance towards Rivals
  • +20% Hostile Scheme Power if Vengeful
  • +10 Same Culture Opinion if Vengeful
  • −10 Same Culture Opinion if Forgiving
  • Children are more likely to gain the Vengeful trait

Forbearing

Social

In this culture being patient and restrained in the face of adversity is common.

  • −10% Stress Gain
  • −5 Natural Dread
  • Children are more likely to gain the Calm trait
  • Children are more likely to gain the Patient trait

Industrious

Social

This culture teaches and enshrines ideas of industriousness and hard work on behalf of one's community.

  • +25 Development Growth when a Building is constructed (up to once a year)
  • The24x24pxWatermills and24x24pxWindmills lines of Buildings can be constructed one Era early
  • +15% Stress Gain
  • −15% Building Construction Time
  • +15% Construction Cost

Life is just a Joke

Social

This culture would chuckle on the chopping block with an axe above its head.

  • +5 Same Culture Opinion for Gregarious, Content, Cynical, Fickle and Eccentric characters
  • −20 Stress when receiving a war declaration
  • +50 AI Boldness

Loyal Subjects

Social

For this culture, serving one's liege and country is both noble and just - a duty and a privilege, rather than an avaricious arrangement or an unwanted burden.

  • +50% Learn Language Success Chance towards Liege
  • +10 Liege Opinion
  • +5 Popular Opinion
  • Vassals of this Culture do not consider Faith or Culture when joining Factions
  • Vassals of this Culture often learn the Language of their Liege
  • Vassals of this Culture are more likely to accept an request for Hostages from their Liege

Martial Admiration

Social

Those who are willing to take up sword and fight for their culture are worthy of admiration. No matter the odds.

  • Can use Single Combat duels
  • +2 Number of Knights
  • +5 Injury Resistance for Prowess
  • +10% Glory progress for Accolades
  • +1 Same Culture Opinion per Martial or Prowess Education trait level
  • +2 Attraction Opinion per Martial Education trait level

Mendicant Mystics

Social

The holy people of this culture believe strongly that the faith should be ministered in the field, and their most devout frequently wander the world.

  • +2% Monthly Income for Wise Men and Wise Women
  • +4% Monthly Income for Mystics
  • +8% Monthly Income for Miracle Workers
  • 24px AI is likelier to get the Mystic Traits. Does NOT affect the Player at all.
  • Wandering Mystic events are more likely
  • +10% Travel Speed

Modest

Social

This culture values modesty, one should not take up too much space or think oneself better than others.

  • Children are more likely to gain the Temperate trait
  • Certain traits grant bonuses
  • +10%
  • +10%
  • +10%
  • +10%

Musical Theorists

Social

This culture treats music almost as the language of the divine, and thus many individuals take up the noble and celebrated pursuit of musical study from a young age.

  • +20 Court Musician Aptitude
  • +35 Opinion Bonus from Feasts if employing a Court Musician
  • 24px +10% Monthly Diplomacy Lifestyle Experience if Gregarious

Noble Adoption

Social

Adopting orphaned children into noble houses is commonplace in this society. The blood of the covenant is thicker than the water of the womb.

  • Can offer adoption to children who are not directly related to any Rulers
  • Adoption does not cost Prestige or Renown
  • Guardians of this culture are more effective

Northern Stories

Social

Life is lived, told, and remembered through the lens of tales. What we say, and what people say about us, matters as much as what we do. We remember that, and it shows in our stories.

  • Enables the Raise a Runestone decision
  • The Poet trait is more common. Only affects the AI and not the Player.
  • +5% Monthly Prestige for Poets
  • +10% Personal Scheme Success Chance for Poets
  • Guardians of this culture are more effective
  • Characters can tell stories via events— giving +1 skill point each time.

Nudists

Social

Adherents of this culture do not believe in protecting one's body from the elements, opting instead to live as their creator made them.

  • Characters of this Culture will be nude
  • Lustful Trait is less common
  • -10% Stress Gain
  • +5 Advantage in Jungle
  • -42 Jungle Danger
  • +20% Development Growth in Jungle

Pacifists

Social

For this culture, the use of force can never be justified. Only by pursuing a path of non-violence can people truly live in peace.

  • +10% Development Growth
  • +10 Popular Opinion
  • −25% Conversion Cost towards faiths with pacifism tenets
  • −1 Martial
  • 24px −20% Monthly Martial Lifestyle Experience
  • AI characters are less likely to declare war

Performative Honor

Social

Honor is born, yes, but honor is also earned and lost through deeds. By pursuing and avenging slights, or failing to, soldiers fade to scum while whelps grow into warriors.

  • Characters can gain the Shieldmaiden / Shieldswain traits
  • Can use Trial-by-Combat duels
  • +1 Number of Knights
  • +10% Glory progress for Accolades
  • −0.5 Monthly Prestige if Craven
  • −10 Same Culture Opinion if Delicate

Philosopher Culture

Social

This culture promotes thought and self-reflection.

  • +1 Learning per Level of Fame
  • 24px +20% Monthly Learning Lifestyle Experience
  • +5% Cultural Fascination Progress per Learning Education trait level
  • +10% Cultural Fascination Progress if Culture Head is Scholar
  • Children are 3 times more likely to gain the Pensive trait
  • Children are 3 times less likely to gain the Rowdy trait

Practiced Pirates

Social

Storming a port, setting it ablaze, and taking everything that isn't nailed down may not be noble, but it is profitable.

  • 24px Can Raid and Raid Overseas if Count or Duke OR if realm size is ≤ 12
  • +25% Army Loot Capacity
  • −1.5 Prestige per 1 Loot if the character does not have Tribal Government

Prolific Hunters

Social

Driven by economic necessity, or perhaps social expectation, this culture has refined their hunting practices to precise and almost beautiful art.

  • −50% Call Hunt Activity Cooldown
  • +0.5 Monthly Prestige for Novice Hunters
  • +1 Monthly Prestige for Hunters
  • +1.5 Monthly Prestige for Master Hunters
  • 24px Higher chance to gain or improve Hunter traits
  • The Hunter traits are based on a hidden value called hunter_lifestyle_progress. This value increases with hunts. Further information can be found in the reference

Refined Poetry

Social

Poetry is considered a noble art in this culture, and many spend their time piecing words together with meaning and thought.

  • +20 Court Poet Aptitude
  • +5% Monthly Prestige for Poets
  • +10% Personal Scheme Success Chance for Poets
  • +5% Legend Spread Chance
  • The Poet trait is more common. Only affects the AI and not the Player.

Ritualized Friendship

Social

Blood may be thicker than water, but wine makes for better living.

  • Automatic access to the Befriend Scheme
  • May ask Friends to become Best Friends
  • Best Friends receive Strong Hooks on each other but gain Stress when using them
  • Best Friends can use an interaction to gain bonus Skills via Modifiers at the cost of extra Stress
  • +20 Scheme Power against Friends
  • +40 Scheme Power against Best Friends

Seafarers

Social

For this culture, the call of the sea is too strong to resist, and they live to sail like a dream on a crystal clear ocean, or ride on the crest of a wild raging storm.

  • −85% Embarkation Cost
  • -45 Sea Danger
  • +0.10 Monthly Control for Tradeport levels 1/2
  • +0.15 Monthly Control for Tradeport levels 3/4
  • +0.20 Monthly Control for Tradeport levels 5/6
  • +0.25 Monthly Control for Tradeport levels 7/8

Spartan

Social

This culture doesn't prize the trappings of power - the ceremony, the wealth, the pointless decoration. This culture is more interested in power itself, preferably in the form of towering walls and keeps.

  • −10% Castle Holding and Buildings Construction Cost
  • −10% Castle Holding and Buildings Construction Time
  • −35% Monthly Prestige
  • -20 Courtly Vassal Opinion

Storytellers

Social

This culture has a strong and persistent oral tradition. The past is preserved through ritualistic storytelling, where the heroes and legends of the past are passed down through generations.

  • Guardians of this culture are more effective
  • Characters can tell stories via events— giving +1 skill point each time.
  • +5% Legend Spread Chance
  • −15% Scheme Secrecy

Strong Believers

Social

The people of this culture are particularly zealous and dedicated to their faith.

  • 24px +30% County Conversion Resistance
  • −50 Conversion Acceptance for characters of this Culture
  • −15 Different Faith Opinion
  • Children are more likely to gain the Humble trait
  • Children are more likely to gain the Zealous trait

The Right to Prove

Social

Though not all are born fighters, with the right mettle and a strong sword-arm, any can show themselves a warrior at heart and so become one in deed.

  • Characters can gain the Shieldmaiden / Shieldswain traits
  • +25% Knight Effectiveness
  • −2 Number of Knights

Trials-by-Combat

Social

Words are a coward's substitute for weapons. Why leave justice to decrepit laws and corrupt magistrates when disputes can be settled faster and fairer with the blade?

  • Can use Trial-by-Combat duels
  • +1 Number of Knights
  • +2 Learning for Aspiring Blademasters
  • +4 Learning for Blademasters
  • +6 Learning for legendary Blademasters
  • −0.5 Monthly Prestige if Craven

Vegetarians

Social

This culture has developed a strong aversion to consuming the flesh of animals, and practices vegetarianism throughout their society.

  • +10% Development Growth in Plains Terrain
  • Small Health Boost
  • Cannot use the Call Hunt activity

Warrior Culture

Social

This culture values martial prowess and strength above everything else. Children are brought up knowing how to fight, and are discouraged from scholarly pursuits. Weakness is not tolerated.

  • +1 Max Size of Men-at-Arms Regiments
  • +1% Chance to be born with the Strong trait for each 5 Prowess
  • −25% Cultural Fascination Progress
  • +10% Glory progress for Accolades
  • 24px +15% Monthly Martial Lifestyle Experience
  • Children are 3 times more likely to gain the Rowdy trait

Xenophilic

Social

This culture embraces everyone and is genuinely fascinated by all cultures.

  • +25% Cultural Acceptance Gain
  • +10 Different Culture Opinion
  • No negative Opinion of Other Cultures

Bound by Faith

Ritual

In this culture being of a different faith means that you're not eligible for succession.

  • Only characters of the same Faith can inherit
  • −10 Opinion of Different Faiths

By the Sword

Ritual

Members of this culture believe that the best missionary is one carrying a sword. While support for holy wars are widespread, motives are scrutinized as to make sure the Divine powers would approve.

  • +1 Martial per Level of Devotion
  • −1 Diplomacy per Level of Devotion
  • −20% Monthly Piety
  • −15 Different Faith Opinion
  • Holy War for Kingdom Casus Belli can be used multiple times per lifetime
  • Holy War Casus Bellis require a Level of Devotion less

Concubines

Ritual

Rulers of this culture often keep a number of concubines in their household, regardless of their faith.

  • 24px Characters can only have one Spouse
  • 24px Characters can have up to 3 Concubines if allowed by Gender Law

Culinary Artists

Ritual

Food isn't just sustenance for this culture; it is both an art and a ritual, a focal point for family and community alike.

  • +20 Food Taster Aptitude
  • +50 Renown per Feast
  • +75 Prestige per Feast if using Bland Food court amenities
  • +150 Prestige per Feast if using Modest Food court amenities
  • +225 Prestige per Feast if using Decent Food court amenities
  • +300 Prestige per Feast if using Lavish Food court amenities

Frequent Festivities

Ritual

The frequency and exuberance with which this culture throws festivities would be considered vulgar to others, but a party is a party!

  • −50 Hold Feast Activity Cooldown
  • +0.25 Monthly Prestige for Eager Revelers
  • +0.5 Monthly Prestige for Famous Revelers
  • +0.75 Monthly Prestige for Legendary Revelers
  • 24px Characters gain Reveler traits more easily
  • More information regarding its effectiveness can be found in the reference.

Linguists

Ritual

To learn the words of a neighbor brings you one step closer to the language of the Divine.

  • +25% Learn Language Scheme Power
  • +10% Learn Language Scheme Success Chance per Level of Devotion
  • 24px +10% Fabricate Claim on County Speed per known Language
  • +500 Piety per successful Learn Language Scheme
  • AI characters are more likely to try learning the language of co-religionists

Medicinal Herbalists

Ritual

This culture long ago developed knowledge of the medicinal properties of the plants and trees; to them most ailments are treatable with the right poultice, salve or stew.

  • +5 Hostile Scheme Success Chance
  • +1 Diplomacy for Herbalists
  • +5% Monthly Prestige for Herbalists
  • 24px +5% Monthly Learning Lifestyle Experience for Herbalists
  • The Herbalist trait can be obtained without requiring high Learning

Merciful Blindings

Ritual

No matter how far beyond forgiveness one has gone, this culture thinks it is better to gouge out an eye than run through a heart.

  • Can Blind Prisoners
  • +100 Piety for blinding a prisoner with a Banishment or Execution reason

Monogamous

Ritual

In this culture one keeps a single spouse, regardless of faith.

  • 24px Characters can only have one Spouse
  • +30% Romance Scheme Success Chance towards Spouses
  • +10 Spouse Opinion

Mystical Ancestors

Ritual

Lineage is very important to this culture, to the point where ancestors have become mythical and legendary beings with many who claim to be their descendants.

  • +10 Dynasty Opinion
  • +50 Renown for granting a County to a House Member
  • +75 Renown for granting a Duchy to a House Member
  • +150 Renown for granting a Kingdom to a House Member
  • +250 Renown for granting an Empire to a House Member
  • −100 Piety for revoking a County from a Close Family Member

Polygamous

Ritual

In this culture one tend to have multiple spouses, regardless of faith.

Religion Blending

Ritual

Members of this culture often live together with those sharing different faiths and beliefs, and do well in adopting foreign elements into their own worship.

  • −20% Faith Conversion Cost
  • −20% Faith Creation and Reformation Cost
  • 24px +33% Convert Faith in County Speed in counties of this culture
  • No Negative Opinion of Other Faiths

Religious Patronage

Ritual

For the salvation of the soul, one must commit to works of religious significance. You cannot purchase redemption, but having a temple of priests sing your praises helps!

  • +25% Monthly Piety from Buildings
  • +2000 Piety when constructing a Temple Holding (based on county ruler's culture)
  • +150 Renown when constructing a Temple Holding during Tribal Era (based on county ruler's culture)
  • +300 Renown when constructing a Temple Holding during Early Medieval Era (based on county ruler's culture)
  • +450 Renown when constructing a Temple Holding during High Medieval Era (based on county ruler's culture)
  • +600 Renown when constructing a Temple Holding during Late Medieval Era (based on county ruler's culture)

Runestone Raisers

Ritual

Death, conquest, the acquisition of rank — are these not the things that define life in the nobility? Where our people go, so go the markers of our lives' worth.

Sacred Groves

Ritual

Trees are considered sacred by this culture. The forest is a living being that ought to be cared for—not destroyed.

  • +50 Piety when constructing a building in Forest or Taiga Terrain
  • +5% Holding Taxes in Forest, Taiga and Jungle Terrain

Sacred Hunts

Ritual

Hunting is neither a sport nor a pastime, it is nothing less than the purest expression of the human experience, where one may connect with the divine by demonstrating their mastery over nature.

  • Completing a Call Hunt Activity grants Piety instead of Prestige
  • +0.3 Monthly Piety for Novice Hunters
  • +0.6 Monthly Piety for Hunters
  • +1 Monthly Piety for Master Hunters

Sacred Mountains

Ritual

This culture considers mountains to be connections to the divine, and treats them with reverence and respect.

  • +50 Piety when constructing a building in Mountain or Desert Mountain Terrain
  • +5% Holding Taxes in Mountain and Desert Mountain Terrain

Sorcerous Metallurgy

Ritual

here are as many alchemists in this culture attempting to turn metal into gold as there are smiths forging weapons. What does it matter if this culture's wealth and weaponry are enhanced by witchcraft?

  • +2 Prowess per Level of Devotion
  • +0.1 Monthly Piety per Barracks level
  • Weapon Inspirations create better Artifacts
  • Weapon Inspiration base cost is doubled

Tabletop Warriors

Ritual

Any commander can gamble and get lucky on the day of battle. A real strategist keeps their mind honed through practice and pretend, so that they have no need of 'luck'.

  • +2 Martial
  • -2 Prowess
  • +10% Movement Speed
  • Commanders are more likely to gain Commander Traits
  • May challenge other Characters to Board Games
  • May wager a personally held County in Board Games, if both players have this rule

Water Rituals

Ritual

The purifying properties of water are an essential part of life for this culture and the ritual of ablution occupies a prominent position in their society.

  • Characters of this Culture are less likely to get infected by Plagues
  • The Diligent trait is more common
  • +10% Monthly Learning Lifestyle Experience

African Tolerance

Regional

Though some would decry it as weakness, a realm founded on understanding and tolerance is a realm built on sturdy foundations.

  • +10 Different Faith Opinion
  • +25 Different Faith Popular Opinion
  • AI characters are less likely to demand conversion

Art of War

Regional

This culture has studied military theory for a thousand years, and its generals and marshals have at their disposal a rich crop of military manuals and text books. This wealth of knowledge is only overshadowed by a great technical understanding of how to make strong armor and weapons.

  • 24px Repeating Crossbow Innovation is available from the Tribal Era onward
  • Can recruit Zhanmadao Infantry as Men-at-Arms
  • Can recruit Burenjia Infantry as Men-at-Arms
  • Can recruit Black-Armored Cavalry as Men-at-Arms
  • Guardians can transfer Commander Traits to their Wards
  • The Martial Education Traits also grant Prowess

Audacious Cadets

Regional

Restless throngs of younger sons define this culture. Bold and unscrupulous, these horsemen chase dreams of faraway adventure, of mercenary cruelties, and of glorious conquest.

  • Can recruit Conrois Men-at-Arms
  • Enables Become Adventurer decision
  • Characters are much more likely to become Adventurers
  • Ambitious trait is more common
  • Wanderers gain Martial, Prowess, Blademaster or Commander traits over time
  • Knights in Mercenary Courts rapidly gain Prowess

Barangay Confederations

Regional

The rulers of this culture lead many disparate city-states littered along river estuaries and the coast. Such states vary greatly in size, but tend to unite in confederations, which are led by a chief chosen from amongst the members' Datu.

  • Forming a Confederation no longer requires either a powerful neighbor, or the Diplomat or Family Hierarch Traits
  • +20 Offer Confederation Character Interaction Acceptance
  • Can increase Tribal Authority despite being in a Confederation
  • The Adopt Mandala Government Decision turns all Confederates into Tributaries
  • +20% Piety gain from Religious Relations
  • +10 Fellow Confederation Member Opinion

Bush Hunting

Regional

The bush is a rough and rugged place, but it offers a bounty of opportunity for those who know where to look and how to exploit it. Training our archers in these techniques will give them an advantage when engaging enemies in these areas.

  • Can recruit Bush Hunters Men-at-Arms
  • Enables the Recruit Jungle Specialist decision
  • The Jungle Stalker trait is more common.
  • Certain traits have Jungle bonuses
  • Certain traits have Desert and Drylands bonuses
  • +25% Supply Limit in Jungle Terrain

Bushido

Regional

Rooted in a legacy of honor and martial discipline, this tradition elevates the bond between lord and vassal through acts of homage and valor. Strength of character and deeds of integrity forge unshakable loyalty and respect.

  • Must Pledge Loyalty promptly once the decision is available
  • +10 Same Culture Opinion if Diligent, Humble, Brave or Just
  • Can recruit Samurai as Men-at-Arms
  • Can recruit Mounted Samurai Men-at-Arms
  • Non-martial gender unmarried close family members and spouses of non-administrative rulers may serve as knights in defensive wars
  • Characters with Stalwart Defender can duel any non-administrative character of equal or lower rank

Byzantine Traditions

Regional

This culture is closely associated with the imperial traditions of the Eastern Roman Empire and its legacy in the form of a complex and intricate code of courtly conduct.

  • +20 Eligible Child Opinion
  • +25% Hostile Scheme Power
  • +50% Short Reign Duration
  • Can Blind Prisoners
  • Can Castrate Prisoners
  • 24px Can grant the Chief Eunuch court position

Caravaneers

Regional

This culture is well-integrated into the commercial practices of the region, and its people are strongly associated with the caravan trade.

  • +20% Diplomatic Range
  • +5% Army Movement Speed
  • Wanderers gain Gold, Stewardship or Stewardship Lifestyle traits over time
  • Idle Courtiers are more likely to leave court
  • +20% Travel Speed
  • +20% Travel Safety

Caucasian Wolves

Regional

Having spent centuries making themselves a home around the Caucasian gates, this culture has grown well at home with everything that mountain warfare entails.

  • Can recruit Monaspa Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Rough Terrain Expert trait is more common.
  • Certain traits have Mountain and Desert Mountain bonuses
  • +25% Supply Limit in Mountain and Desert Mountain Terrain
  • +10% Levy Size in Mountain and Desert Mountain Terrain

Chanson de Geste

Regional

This culture values the heroic deeds of long gone ancestors. The romantic retelling of the lives of knights such as Guillaume, or Roland, will inspire generations to come.

  • 24px Allows to unlock the Valets Innovation (Late Medieval)
  • The Poet Trait is more common. Has additional bonuses.
  • +5% Monthly Prestige for Poet Trait
  • +10.0% Initial Personal Scheme Success Chance for Poet Trait
  • The Martial Education Traits are more valued
  • Prowess Education Traits are more valued

Court Machinations

Regional

Within the labyrinthine halls of the court, eunuchs hold sway, consorts vie for favor, and whispers of treachery echo through gilded chambers.

  • Rulers of the Hegemony tier, if allowed by Gender Law, can have up to 20 Concubines
  • Rulers, if allowed by Gender Law, can have up to 3 Concubines
  • Rulers, if allowed by Gender Law, can have up to 1 spouses
  • Courtiers are more likely to join Hostile Schemes against fellow Courtiers
  • Can appoint the Chief Eunuch Court Position
  • The Eunuch and Beardless Eunuch Traits grant additional Skills, Aptitude, Merit and Influence

Cultivation

Regional

Tuning the body, the breath, and the mind until the mud of the heart settles and inner virtue rises like clear water.

  • Can use the Adopt Taoism Decision
  • Children may gain the Wise Man Trait if they have a Guardian of this Culture with 12+ Learning
  • The Wise Man line of Traits are more common
  • +5 Life Expectancy (years)

Cultural Primacy

Regional

This proud culture is content to look to its own rich history and social life, and feels little need to stoop to mingling with its neighbors.

  • Learning Education Traits and the Scholar Trait also give Cultural Fascination Progress
  • Idle Courtiers are less likely to become Wanderers if their Liege is of the same Culture
  • Characters are less willing to marry with other Cultures
  • Characters are less willing to marry with distant Realms
  • Very unlikely to arrange Marriages outside their own Culture
  • Creating a Hybrid Culture requires 100% more Cultural Acceptance, it is also much harder to Hybridise with this Culture

Defensive Tactics

Regional

Our people have been exiled and driven out time and time again. While tragic, these experiences have led us to become exceptionally skilled in rear-guard tactics which minimize casualties.

  • Can recruit Shomer Men-at-Arms
  • +2 Defender Advantage
  • +20% Heavy Cavalry Toughness
  • +20% Heavy Infantry Toughness
  • +20% Spearmen Toughness
  • +10% Heavy Cavalry Maintenance

Defiant Ambushers

Regional

Ever-harried by encroaching invaders, mastery of the saddle and bow allows limited numbers to be used to devastating effect in hit-and-run raiding and ambushes.

  • Can recruit Emishi Riders Men-at-Arms
  • Harder to Promote Culture in Counties of this Culture
  • Peasant and Populist Factions are more common and more powerful
  • All characters:
  • +20% Army Movement Speed over land while Raiding
  • +10% Raid Speed

Desert Ribats

Regional

This culture has a tradition of fortified desert retreats, where the pious can live in connection with the open sky and the sands. This lifestyle breeds able and pious desert warriors and attracts mystics.

  • Can recruit Mulathanūm Men-at-Arms
  • Enables the Recruit Dry Terrain Specialist decision
  • The Desert Warrior trait is more common.
  • Certain traits give bonuses
  • 24px AI is likelier to get the Mystic Traits. Does NOT affect the Player at all.
  • +1 Prowess per Level of Devotion

Desert Travelers

Regional

This culture is no stranger to the harsh environment of the desert and has mastered the use of camels to aid them in travel, warfare, and everyday life.

  • +10% Holding Taxes in Desert Terrain
  • −20% Camel Cavalry Maintenance
  • −20% Camel Cavalry Recruitment Cost
  • +20% Camel Cavalry Damage for Desert Warriors
  • +10% Camel Cavalry Screen for Desert Warriors
  • +20% Army Movement Speed while Raiding

Druzhina

Regional

Varangian soldiers have long served as imposing bodyguards for our monarchs, but they can just as easily serve as dedicated heavy infantry in our armies.

  • Can recruit Druzhina Men-at-Arms
  • Can use Single Combat duels
  • +2 Number of Knights
  • +5 Injury Resistance for Prowess
  • +20% Glory progress for Accolades
  • +2 Attraction Opinion per Martial Education trait level

Dynastic Pragmatism

Regional

While the norms of marriage are important to maintain for appearances and legal expediency, pleasure is a natural gift bestowed by the gods and vital to good health, whatever the ramifications on pedigree.

  • Characters with the Adulterer and Fornicator Traits are always fully accepted
  • Enables Adopt House Member interaction for Noble House Head
  • Adoption does not cost Prestige or Renown
  • Characters can adopt unrelated orphan characters with no opinion cost
  • Guardians of this culture are more effective
  • Characters can have up to 4 Spouses if allowed by Gender Law

Ephemeral Grace

Regional

The aesthetic philosophy of Mono no Aware celebrates the transient beauty of fleeting moments. It fosters a deep harmony with nature and a reflective appreciation of art and life's impermanence.

  • Increased Stress Loss from Temperate, Calm, Patient, and Compassionate traits
  • +5% Monthly Prestige for Poets
  • +10% Personal Scheme Success Chance for Poets
  • 24px Can grant the Court Gardener court position
  • Enables the Recruit Gardener decision
  • AI rulers more likely to start Romance Schemes

Esoteric Power

Regional

Divine and mysterious are the two words that describe the nobility in the eyes of this culture. Rulers that wish to secure their mandate need to engage in elaborate rituals and manifest their power via the display of divine artifacts.

  • Piety and Legitimacy gain from Mandala Rituals is increased
  • May use the Commission Artifact Decision to comission Kris Artifacts
  • Inspirations produce higher-quality Artifacts the higher the Level of Devotion of the commissioner
  • Can recruit Pesilat Warriors as Men-at-Arms
  • -42 Jungle Danger

Fierce Independence

Regional

Throughout the years, many tyrants have tried to stomp out this culture. But, through resilience and military achievements, it has survived.

  • Creating a Hybrid Culture requires 100% more Cultural Acceptance, it is also much harder to Hybridise with this Culture
  • Harder to Promote Culture in Counties of this Culture
  • -10 Opinion of Liege
  • +5 Same Culture Opinion
  • +5 Controlled Territory Defender Advantage

Forest Wardens

Regional

Our ancestors have lived in these forests for generations, but now they are under threat by outsiders. Centuries of accumulated experience fighting in forests will aid us in protecting our ancestral homeland.

  • Can recruit Metsänvartija Men-at-Arms
  • Enables the Recruit Forest Specialist decision
  • The Forest Fighter trait is more common.
  • +15% Development Growth in Forest and Taiga Terrain
  • −10% Holding and Buildings Construction Cost in Forest and Taiga Terrain
  • 24px Wood Pastures unlock the first four tiers of 24x24px Watermills line of Buildings

Fortified Strongholds

Regional

This culture is characterized by great fortified cities which fulfill religious, military and governmental functions. The protection of those cultural strongholds is critical and foundation of further cities is a matter of great prestige.

  • Founding Temple Citadel Holdings grants +100% Piety
  • Founding Temple Citadel Holdings sets Control to +100%
  • Temple Citadels have increased Fort Level
  • Temple Citadels provide a small Control bonus
  • -20% Temple Citadel Holding Construction Time
  • -10% Temple Citadel Holding Construction Cost

Fortress Mastery

Regional

This culture has a long tradition of defensive ingenuity, using the local terrain to shield their homeland and repel would-be invaders. They pair this skill with mastery of the bow and agile troops, capable of outmanoeuvring any foe.

  • Can recruit Gakgung Archers Men-at-Arms
  • +5 Defender Advantage per Castle Holding level
  • +5% Men-At-Arms Counter Resistance per Governor trait rank
  • +1 Prowess per Merit Rank
  • +4 Advantage in same Cultural Heritage provinces
  • +1 Max size of Archer Regiments

Fragile Peace

Regional

Though largely kept safe from invasion by the sea, defending against raids from the north and maintaining Kanmu's peace against pretenders or upstart governors still demands skilled fighters and organization.

  • Can recruit Mounted Samurai Men-at-Arms
  • +1 Prowess per Martial Education trait level
  • Non-martial gender unmarried close family members and spouses of non-administrative rulers may serve as knights in defensive wars
  • Characters with Stalwart Defender can duel any non-administrative character of equal or lower rank
  • All characters:
  • +2 Defender Holding Advantage

Frontier Warriors

Regional

This culture is on a constant struggle to tame the wild frontier, utilizing a volatile mixture of elite soldiers, tribal mercenaries and fanatic volunteers.

  • +1 Monthly Prestige for Warrior of the Faith
  • +1 Monthly Prestige for Order Member
  • -10% Mercenary Hire Cost
  • +5% Army Movement Speed
  • 24px +50% Hostile Raid Time

Futuwaa

Regional

Our youth have begun forming clubs that promote prowess, vigor, and moral behavior. By endorsing and supporting these clubs, we will ensure a supply of able-bodied soldiers we can rally to our cause.

  • Can recruit Ayyar Men-at-Arms
  • Can use Sparring duels
  • +2 Number of Knights
  • +5 Injury Resistance for Prowess
  • +20% Glory progress for Accolades
  • +2 Attraction Opinion per Martial Education trait level

Garuda Warriors

Regional

Distinguished warriors in this culture are designated as Garudas, and are expected to fight until death. Even those who follow a Garuda are expected to die if their leader does, either in battle or by their own hand.

  • Can recruit Lenkas Men-at-Arms
  • 24px Can grant the Garuda Warrior court position
  • +2 Attraction Opinion per Martial Education trait level
  • +0.1 Monthly Prestige per Prowess Education trait level
  • +1 Same Culture Opinion per Prowess Education trait level
  • −15 Same Culture Opinion for Cravens and Contents

Himalayan Settlers

Regional

This culture has made its home atop the 'roof of the world', where the air is fresh but cold, and the winters long and hard. They pride themselves that few of the cultures below would be able to live as well as this people does, among the peaks and plateaus where otherwise only sheep can thrive.

  • Can recruit Mountaineers Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Rough Terrain Expert trait is more common.
  • Certain traits have Mountain bonuses
  • +20% Development Growth in Mountain Terrain
  • -65 Mountains Danger

Hirds

Regional

The tradition of keeping armed retinues in service to a household has served us well. By formalizing and expanding this system we can field entire regiments of huscarls in our armies.

  • Can recruit Huscarls Men-at-Arms
  • Children are 3 times more likely to gain the Rowdy trait
  • Children are 3 times less likely to gain the Pensive trait
  • Certain traits grant Prestige
  • Certain traits lose Opinion
  • +1 Number of Knights

Horse Lords

Regional

This culture has mastered the horse and its use in warfare.

  • Can recruit Horse Archers Men-at-Arms
  • Enables the Recruit Plains Specialist decision
  • Horse Herds line of buildings can be constructed in Holdings of this Culture
  • Increased Hunt Success Chance in Steppe
  • Allows the Become Adventurer decision
  • -25% Provisions use

Hydraulic Builders

Regional

This culture places great importance in utilizing waterworks in spiritual ways. At the center of this fascination is the Baray, which tend to be expanded into large reservoirs with utmost religious significance.

  • The Sacred Pool line of Buildings have additional bonuses in Counties of this Culture
  • All Sacred Pool Buildings can be built one Era earlier
  • Unlocks the Water Management line of Buildings
  • The Water Management line of Buildings have additional bonuses in Counties of this Culture
  • +25% Development Growth in Wetlands
  • -10% Building Construction Cost in Wetlands

Imperial Tagmata

Regional

Elite, well-armored regiments form the backbone of this culture's military campaigns. Their haughty troops have little regard for petty warrior nobles and reckless acts of personal valor; instead, they honor discipline and the hallowed names of their units. Exkoubitoi! Scholai! Hikanatoi!

  • Can recruit Kataphraktoi Men-at-Arms
  • Can recruit Akritai Men-at-Arms
  • Can recruit Ballistrai Men-at-Arms
  • Can recruit Skoutatoi Men-at-Arms
  • Frontier Administration Governorships may borrow the Title Men-at-Arms of non-Frontier neighbors
  • All Characters:

Indomitable Azatani

Regional

For this culture's fiercely proud nobles, riding down thunderously from their high strongholds, "The wound of a dagger heals, but that of a tongue — never!"

  • Can recruit Ayrudzi Men-at-Arms
  • Rulers act more aggressively against other houses
  • Characters are more likely to refuse imprisonment, retractions and revocations
  • All Characters:
  • +20% Light Cavalry damage
  • -15% Light Cavalry maintenance

Intensive Farming

Regional

This culture highly values a large farming class that supports its non-agrarian population. Through millennia of experience they have been able to greatly increase the output of wheat and rice depending on what fits the local circumstances the best.

  • Content trait is more common
  • Children tend to do slightly worse in the Martial Education.
  • Diligent, Patient, and Athletic traits have additional bonuses
  • +25% Men-at-Arms Recruitment Cost
  • +2.5% Levy Maintenance
  • +30% Development Growth in Farmlands

Inward Perfection

Regional

This culture favors self-reliance and the enrichment of inner virtues over foreign influence. Diplomatic ties may wither, but knowledge and introspection flourish in tranquil isolation.

  • Characters are less willing to marry with other Cultures
  • Characters are less willing to marry with distant Realms
  • Very unlikely to arrange Marriages outside their own Culture
  • Creating a Hybrid Culture requires 100% more Cultural Acceptance, it is also much harder to Hybridise with this Culture
  • May always challenge other Characters to Board Games
  • -25% Diplomatic Range

Iron Cavalry

Regional

Even horse peoples can be bested by cavalry clad head-to-hoof in lamellar plate. This culture has not only developed a taste for such expensive armament, but employs those born in the saddle - bow in hand - as its heavily armored riders.

  • Can recruit Cataphract Archers as Men-at-Arms
  • Gallant, Overseer, and Strategist Traits provide bonuses to Heavy Cavalry Men-at-Arms
  • Unlocks the Portable Forge Internal Upgrade for Nomadic Domiciles
  • All Characters:
  • -1% Herd Conversion into Horde Riders
  • +10% Light Cavalry Toughness

Irrigation Experts

Regional

This culture are masters of water technology, and through inventiveness and communal effort, they can make even the harshest deserts bloom.

  • +35% Development Growth in Desert Terrain
  • +15% Development Growth in Drylands Terrain
  • −10% Holding and Buildings Construction Cost in Desert and Drylands Terrain
  • 24px Desert Agriculture line of buildings have additional bonuses in Counties of this Culture
  • −1% Light Cavalry and Camel Cavalry Maintenance per Desert Agriculture level
  • −1% Light Cavalry and Camel Cavalry Recruitment Cost per Desert Agriculture level

Jirga

Regional

The elder and leaders of this culture can hold assemblies to solve disputes according to their ancient tribal code - and crown kings of the land.

  • +1 Diplomacy per Level of Fame if Just
  • +5% Monthly Prestige if Just
  • +75 The Grant Pardon Interaction gives Prestige
  • +10% Personal Scheme Success Chance

Khadga Puja

Regional

This culture has embraced the martial art and ritual worship of two-handed broadswords letting them foster strong and able warriors. The heavy swords allow them to mow down infantry and cavalry alike.

  • Can recruit Khandayat Men-at-Arms
  • +10% Knight Effectiveness
  • +10% Glory progress for Accolades
  • +1 Same Culture Opinion per Martial Education trait level
  • +2 Attraction Opinion per Martial Education trait level
  • +5 Attraction Opinion per Blademaster trait level

Konni Raids

Regional

Light cavalry which can strike quickly at exposed enemies before darting back away, our Konni can be formed into regiments which specialize in harassment and raiding.

  • Can recruit Konni Men-at-Arms
  • 24px −10% Retreat Losses
  • 24px −10% Friendly Fatal Casualties
  • +20% Light Cavalry Damage
  • +20% Light Cavalry Screen
  • +20% Skirmisher Screen

Land of the Bow

Regional

In a land of plenty, enriched by the Nile and their own ingenuity, the Nubian have prospered for generations. For almost as long, the bow has been the weapon of choice to deter the raiders and brigands of the surrounding deserts.

  • Can recruit Nile Archers Men-at-Arms
  • +5 Defender Advantage
  • +10% Levy Size in Floodplains Terrain
  • +25% Garrison Size
  • −0.5% Archer Maintenance per Hunting Grounds level
  • −0.5% Archer Recruitment Cost per Hunting Grounds level

Lords of the Elephant

Regional

This culture venerates elephants, likening them to royalty. They are masterful at capturing them, training them, and using them for devastating effect in war.

  • Level 4 Education Trait grant various bonuses
  • Diplomacyː
  • Buildings Construction Cost in Jungle -10%
  • Elephant Cavalry Damage +10%
  • Elephant Cavalry Toughness +10%
  • Elephant Cavalry Maintenance -10%

Maritime Way of Life

Regional

Since time immemorial the outrigger Catamarans of this culture have been sighted on the horizon. Long sea voyages is a second nature to this people. For someone who consider life at sea natural there are no limits to where they can settle, how they can trade or who they can raid.

  • Can sail through Major Rivers
  • Bonus to Stationed Men-at-Arms in coastal Tribal Holdings
  • Can recruit Pesilat Warriors as Men-at-Arms
  • -85% Embarkation Cost
  • +25% Naval Speed
  • -45 Sea Danger

Mountain Herding

Regional

This culture has made the cooler mountains their homes in an otherwise dry and arid region. The herders and farmers of these uplands have make for resilient and robust warriors, and over time their toil has made this people flourish far above the naked desert.

  • Can recruit Abudrar Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Desert Warrior trait is more common.
  • The Rough Terrain Expert trait is more common.
  • Certain traits have Mountain and Desert Mountain bonuses
  • +35% Development Growth in Desert Mountain Terrain

Mountain Skirmishing

Regional

The great mountains in the Horn of Africa pose logistical challenges to many types of armies, but our skirmishers can easily adapt to these conditions to rout enemy invaders.

  • Can recruit Horn Warriors Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Rough Terrain Expert trait is more common.
  • Certain traits have Mountain and Desert Mountain bonuses
  • +25% Supply Limit in Mountain and Desert Mountain Terrain
  • +10% Levy Size in Mountain and Desert Mountain Terrain

Mountaineer Ruralism

Regional

From their origins in the hills of the Bohemian Forest, to the crags of the Ore and Tatra mountains, most in this culture know not only how to traverse the rocky lands, but handle life on a mountain with ease.

  • Can recruit Zbrojnosh Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Rough Terrain Expert trait is more common.
  • Certain traits have Mountain bonuses
  • +10% Development Growth in Hills and Mountain Terrain
  • 24px Hill Farms have additional bonuses in Counties of this Culture:

Mubarizun

Regional

Modeled after the legendary champions of the Rashidun army, our Mubarizun soldiers are trained to excel in both formation fighting as well as single combat.

  • Can recruit Mubarizun Men-at-Arms
  • Enables the Recruit Dry Terrain Specialist decision
  • The Desert Warrior trait is more common.
  • Certain traits give bonuses
  • +25% Supply Limit in Desert and Drylands
  • +10% Levy Size in Desert and Drylands

Pragmatic Creed

Regional

The Warriors of this culture are not beholden to pomp, and emphasize the worth and adaptability of the common soldier at the expense of the traditional mounted elite.

  • The Diligent Trait is more common
  • +10 Popular Opinion if Diligent
  • +10 Popular Opinion if Shrewd
  • Commanders are more likely to gain Commander Traits
  • +15% Light Cavalry Maintenance
  • +15% Heavy Cavalry Maintenance

Religious Hospitality

Regional

This culture is adept at blending foreign religions with their customs, leading to a more cosmopolitan society with many faiths living peacefully amongst each other. Much of this is achieved through trade and international relations.

  • +15 acceptance to inviting courtiers to court
  • -50% cost for Invite Religious Exiles decision
  • {{green|+100%} Development gain from Invite Religious Exiles decision
  • AI Rulers are more likely to use Invite Religious Exiles decision
  • +20 Different faith opinion
  • -50% Different faith opinion penalty to county opinion

Roman Ceremonies

Regional

The emperors of the past have bestowed this culture with lingering grandeur, spectacular rites, an awe for the imperial office... and a public life rich with unrest.

  • Enables Hold a Triumph decision
  • Enables Chariot Race activity
  • Can grant the Champion Charioteer court position
  • Can grant the Bookmaker court position
  • Enables the Born in the Purple trait
  • Enables Duumvirate power sharing

Royal Army

Regional

We have a long tradition of a standing army made to protect the capital. This has given us access to tough soldiers that work exceedingly well with supporting troops, such as War Elephants.

  • Can recruit Palace Guards Men-at-Arms
  • Enables the Recruit Jungle Specialist decision
  • The Jungle Stalker trait is more common.
  • Certain traits have Jungle bonuses
  • +10% Elephant Cavalry Damage
  • +10% Elephant Cavalry Toughness

Saharan Nomads

Regional

This culture is intimately accustomed with the Saharan desert, which it has traversed for centuries, connecting the Mediterranean with the sub-Saharan kingdoms of the Sahel.

  • +10% Army Movement Speed
  • +20% Army Movement Speed while Raiding
  • -30% Hostile Attrition while Raiding
  • +10% Travel Speed
  • -50 Desert Danger
  • -65 Desert Mountains Danger

Scholar Officials

Regional

The pen and brush is mightier than the sword... This culture strongly believes in an ideal where influence is given to loyal officials educated in the noble arts.

  • Can use the Adopt Confucianism Decision
  • Can take the Author Book Decision
  • Characters of this Culture will often learn the Chinese Language
  • +50% Learn Language Success Chance when learning the Language of this culture
  • Confucian Education and Loyal Traits have additional bonuses
  • The Loyal Trait is more common

Sinophilic

Regional

The influence of the Chinese hegemony over this realm has led to many of its people adopting customs from them.

  • Tribute Missions have a higher chance of being successful
  • May access Silk Road Innovations known to the Han culture
  • -15% Artifact Decay Reduction

Stratified Society

Regional

There are those who are born to lead, and then there are those who are born to serve. In a Stratified Society, the reality of hereditary privilege often overrides the principles of meritocracy and proximity to power is everything.

  • Upon reaching 5th Merit rank, every preferred gender Close Family member below this rank:
  • +500 Merit
  • Gains Passed Local Examinations
  • House head gains influence when a family member marries the Top Liege if both have this tradition

Strong Kinship

Regional

This culture has a strong tradition of kinship within the extended family, or clan. In times of need a ruler will always be able to rely on their kin.

  • 24px Enables the Rectilinear Schiltron innovation
  • +10% Levies for Patriarchs / Matriarchs
  • +1 Monthly Prestige for Patriarchs / Matriarchs
  • +15 House Opinion
  • +30% Personal Scheme Success Chance with House Members
  • +75 Prestige for granting a County to a House Member

The Witenagemot

Regional

This culture has a long history of holding assemblies comprised of the land's ruling potentates, debating politics, law, finance, and, most importantly, how best to... advise the ruler.

  • Can enact the Saxon Elective Succession Law
  • +15 Realm Priest Opinion
  • +4% Monthly Prestige per Powerful Vassal on the Council

Ting-Meet

Regional

In Scandinavia, the distances and wilderness render centralized authority ineffective. When disputes must be resolved and decisions made, the Ting-meet is gathered, an assembly of peers presided over by a lawspeaker.

  • Can enact the Scandinavian Elective Succession Law
  • Various traits give Popular Opinion
  • +2 Popular Opinion if Aspiring Blademaster
  • +5 Popular Opinion if Generous, Gregarious, Compassionate, Forgiving, Diligent, Honest, or Bladmaster
  • +10 Popular Opinion if Brave or Legendary Blademaster

Tribes of the North

Regional

This is one of the cultures known generally as the 'Forest People' to their southern neighbors. These northerners are in some places reputable hunters, in others fine river-fishers, sometimes iron-smelters, and often herders.

  • Can recruit Maturkan Warriors as Men-at-Arms
  • Counties of this culture start with the Siberian Permafrost Modifier that reduces Development and Control. if the Holder and County have Culture with this Cultural Tradition, Siberian Permafrost does not lower Control and provides bonuses.
  • +6 Defender Advantage
  • -6 Development Decline
  • +1 Additional Building Slots
  • -60% Building Construction Cost in Forest

Upland Skirmishing

Regional

The hills of the wooded savanna have been our homeland for generations. Our ancestors showed us how to utilize this terrain, and with raiders threatening our borders, we can use this knowledge in our defense.

  • Can recruit Guinean Uplanders Men-at-Arms
  • Enables the Recruit Hill Specialist decision
  • The Rough Terrain Expert trait is more common.
  • Certain traits have Hills bonuses
  • Braveː +4 Advantage in Hills; 25% less Attrition taken in Hills
  • Contentː +2 Advantage in Hills

Visigothic Codes

Regional

Although many of the older traditions of the Visigoths have long been wiped from the world, the children of the Pyrenees remember the ancient ways, and how land was divided between sons and daughters practically but fairly.

  • Can enact the High Partition Succession Law
  • Can enact the Equal Gender Law

Warrior Monks

Regional

Devotion to living morally should not preclude the use of force, especially when there is need to protect the religious community from rival sects and corrupt officials, or to defend the needy.

  • Can recruit Warrior Monks Men-at-Arms
  • +1 Prowess per Level of Devotion
  • Certain traits grant Prowess
  • +1 Prowess if Conscientious Scribe or Wise Man
  • +2 Prowess if Insightful Thinker, Scholar, Theologian, Mystic, or Pilgrim
  • +3 Prowess if Astute Intellectual, Miracle Worker, or Devoted

Warrior Queens

Regional

Those who live in East Africa well remember the great Warrior Queens who once stood against invaders and forged kingdoms on the Kush. Our neighbors may insist on the superiority of males, but we track our bloodlines through our mothers, and the warcry of powerful Nubian women send these foreign "men" running home.

  • Can enact the Equal Gender Law
  • Can enact the Female Preference Gender Law
  • Can enact the Female Only Law
  • +1 Prowess per Martial Education trait level

Wolves of the Deep Steppe

Regional

Far from the touch of 'civilized' comforts, men live by what they can take, and dream of death on their horse's back. Weaker peoples are driven before these warriors.

  • Can recruit Mangudai as Men-at-Arms
  • +4 Prowess
  • +1% Herd Conversion into Horde Riders
  • +20% Herd Capacity
  • -31 Hills Danger
  • -42 Mountains Danger

Yashima

Regional

The mountains and forests of the many islands of the Japanese archipelago rise and fall across the ocean, their inhabitants well versed in traversing its rugged and diverse landscapes.

  • -45 Coastal Sea Danger
  • -31 Hills Danger
  • -42 Mountains Danger
  • -31 Forest Danger
  • +5% Development Growth in Hills Terrain
  • +20% Development Growth in Mountain Terrain

How traditions work

A culture holds up to five traditions in the Tribal era, gaining one additional slot for each era it advances into. Adding a tradition costs 2000 prestige and an empty slot, and the time to establish one scales with how many counties your culture spans — smaller cultures reform faster. Replacing a tradition costs more than adding one, so fill empty slots before swapping. Many traditions are mutually exclusive, and the only way to hold two incompatible traditions is through cultural hybridization.

Choosing traditions

The strongest tradition picks compound with your strategy rather than adding flat bonuses in isolation. A builder wants economic and development traditions; a conqueror wants martial ones; a wide realm benefits from traditions that ease control and acceptance. Because reform is slow and expensive, plan your tradition set around the campaign you intend to play rather than swapping reactively. For the full mechanics of adding, replacing, and hybridizing, see the culture guide.